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<td align="left" id="subTitle" class="titleTableSubTitle">类&nbsp;ShaderObjectData</td><td align="right" id="subNav" class="titleTableSubNav"><a href="#propertySummary">属性</a>&nbsp;| <a href="#methodSummary">方法</a></td>
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<td class="classHeaderTableLabel">包</td><td><a onclick="javascript:loadClassListFrame('class-list.html')" href="package-detail.html">org.papervision3d.core.render.shader</a></td>
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<td class="classHeaderTableLabel">类</td><td class="classSignature">public class ShaderObjectData</td>
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<p></p>
  Author Ralph Hauwert
  <p></p>
<br>
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<a name="propertySummary"></a>
<div class="summarySection">
<div class="summaryTableTitle">公共属性</div>
<table id="summaryTableProperty" class="summaryTable " cellpadding="3" cellspacing="0">
<tr>
<th>&nbsp;</th><th colspan="2">属性</th><th colspan="2">定义方</th>
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<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#lightMatrices">lightMatrices</a> : Dictionary<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#material">material</a> : <a href="../../../materials/BitmapMaterial.html">BitmapMaterial</a>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#object">object</a> : <a href="../../../objects/DisplayObject3D.html">DisplayObject3D</a>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#renderTriangleUVS">renderTriangleUVS</a> : Dictionary<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#shadedMaterial">shadedMaterial</a> : <a href="../../../materials/shaders/ShadedMaterial.html">ShadedMaterial</a>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
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<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#shaderRenderer">shaderRenderer</a> : <a href="../shader/ShaderRenderer.html">ShaderRenderer</a>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#triangleRects">triangleRects</a> : Dictionary<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#triangleUVS">triangleUVS</a> : Dictionary<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#uvMatrices">uvMatrices</a> : Dictionary<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
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<a name="protectedPropertySummary"></a>
<div class="summarySection">
<div class="summaryTableTitle">保护属性</div>
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<th>&nbsp;</th><th colspan="2">属性</th><th colspan="2">定义方</th>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#triangleBitmaps">triangleBitmaps</a> : Dictionary<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
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</table>
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<a name="methodSummary"></a>
<div class="summarySection">
<div class="summaryTableTitle">公共方法</div>
<table id="summaryTableMethod" class="summaryTable " cellpadding="3" cellspacing="0">
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<th>&nbsp;</th><th colspan="2">方法</th><th colspan="2">定义方</th>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#ShaderObjectData()">ShaderObjectData</a>(object:<a href="../../../objects/DisplayObject3D.html">DisplayObject3D</a>, material:<a href="../../../materials/BitmapMaterial.html">BitmapMaterial</a>, shadedMaterial:<a href="../../../materials/shaders/ShadedMaterial.html">ShadedMaterial</a>)</div>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#destroy()">destroy</a>():void</div>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#getOutputBitmapFor()">getOutputBitmapFor</a>(triangle:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a>):BitmapData</div>
<div class="summaryTableDescription">
   <p>Returns a per tri bitmap to use to render to screen.</p>
   <p>返回一个用于每一个三角面的位图，用于渲染到屏幕上。</p>
   <p>&nbsp;</p>
</div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#getPerTriUVForDraw()">getPerTriUVForDraw</a>(triangle:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a>):Matrix</div>
<div class="summaryTableDescription">
   <p> For per tri mode. Returns a correct uvmap for the material to draw to an individual bitmap to screen.<br>
   </p>
   <p>在per tri模式下，返回屏幕上一个独立位图所依附的材质其合理的uv贴图</p>
</div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#getPerTriUVForShader()">getPerTriUVForShader</a>(triangle:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a>):Matrix</div>
<div class="summaryTableDescription">
   <p>For per tri mode.</p>
   <p>使用于per tri模式下</p>
</div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#getRectFor()">getRectFor</a>(triangle:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a>):Rectangle</div>
<div class="summaryTableDescription">
   For PER_TRI MODE.使用于per tri模式下</div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#getUVMatrixForTriangle()">getUVMatrixForTriangle</a>(triangle:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a>, perturb:Boolean = false):Matrix</div>
<div class="summaryTableDescription">
   <p>Returns a matrix for the original texturemap coordinates </p>
   <p>返回原始纹理贴图坐标的矩阵</p>
</div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#updateBeforeRender()">updateBeforeRender</a>():void</div>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">ShaderObjectData</td>
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<div class="MainContent">
<a name="propertyDetail"></a>
<div class="detailSectionHeader">属性详细信息</div>
<a name="lightMatrices"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">lightMatrices</td><td class="detailHeaderType">属性</td>
</tr>
</table>
<div class="detailBody">
<code>public var lightMatrices:Dictionary</code>
</div>
<a name="material"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">material</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var material:<a href="../../../materials/BitmapMaterial.html">BitmapMaterial</a></code>
</div>
<a name="object"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">object</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var object:<a href="../../../objects/DisplayObject3D.html">DisplayObject3D</a></code>
</div>
<a name="renderTriangleUVS"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">renderTriangleUVS</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var renderTriangleUVS:Dictionary</code>
</div>
<a name="shadedMaterial"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
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<td class="detailHeaderName">shadedMaterial</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
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<div class="detailBody">
<code>public var shadedMaterial:<a href="../../../materials/shaders/ShadedMaterial.html">ShadedMaterial</a></code>
</div>
<a name="shaderRenderer"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">shaderRenderer</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var shaderRenderer:<a href="../shader/ShaderRenderer.html">ShaderRenderer</a></code>
</div>
<a name="triangleBitmaps"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">triangleBitmaps</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>protected var triangleBitmaps:Dictionary</code>
</div>
<a name="triangleRects"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">triangleRects</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var triangleRects:Dictionary</code>
</div>
<a name="triangleUVS"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">triangleUVS</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var triangleUVS:Dictionary</code>
</div>
<a name="uvMatrices"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">uvMatrices</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var uvMatrices:Dictionary</code>
</div>
<a name="constructorDetail"></a>
<div class="detailSectionHeader">构造函数详细信息</div>
<a name="ShaderObjectData()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
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<td class="detailHeaderName">ShaderObjectData</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">构造函数</td>
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<div class="detailBody">
<code>public function ShaderObjectData(object:<a href="../../../objects/DisplayObject3D.html">DisplayObject3D</a>, material:<a href="../../../materials/BitmapMaterial.html">BitmapMaterial</a>, shadedMaterial:<a href="../../../materials/shaders/ShadedMaterial.html">ShadedMaterial</a>)</code><p></p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">object</span>:<a href="../../../objects/DisplayObject3D.html">DisplayObject3D</a></code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">material</span>:<a href="../../../materials/BitmapMaterial.html">BitmapMaterial</a></code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">shadedMaterial</span>:<a href="../../../materials/shaders/ShadedMaterial.html">ShadedMaterial</a></code></td>
</tr>
</table>
</div>
<a name="methodDetail"></a>
<div class="detailSectionHeader">方法详细信息</div>
<a name="destroy()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
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<td class="detailHeaderName">destroy</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td>
</tr>
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<div class="detailBody">
<code>public function destroy():void</code>
</div>
<a name="getOutputBitmapFor()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">getOutputBitmapFor</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function getOutputBitmapFor(triangle:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a>):BitmapData</code><p>
   Returns a per tri bitmap to use to render to screen.
   返回一个用于每一个三角面的位图，用于渲染到屏幕上。</p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">triangle</span>:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a></code></td>
</tr>
</table>
<p></p>
<span class="label">返回</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code>BitmapData</code></td>
</tr>
</table>
</div>
<a name="getPerTriUVForDraw()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">getPerTriUVForDraw</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function getPerTriUVForDraw(triangle:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a>):Matrix</code><p>
   For per tri mode. Returns a correct uvmap for the material to draw to an individual bitmap to screen.
   </p>
<p>在per tri模式下，返回屏幕上一个独立位图所依附的材质其合理的uv贴图</p>
<span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">triangle</span>:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a></code></td>
</tr>
</table>
<p></p>
<span class="label">返回</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code>Matrix</code></td>
</tr>
</table>
</div>
<a name="getPerTriUVForShader()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">getPerTriUVForShader</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function getPerTriUVForShader(triangle:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a>):Matrix</code><p>
   For per tri mode. Returns a correct uvmap for the shader to draw to an individual bitmap.
   </p>
<p>在per tri模式下，返回为绘制独立的位图所用shader的合理的uvmap</p>
<span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">triangle</span>:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a></code></td>
</tr>
</table>
<p></p>
<span class="label">返回</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code>Matrix</code></td>
</tr>
</table>
</div>
<a name="getRectFor()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">getRectFor</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function getRectFor(triangle:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a>):Rectangle</code><p>
   For PER_TRI MODE. Returns a rectangle for the surface size to draw too.
   </p>
<p>在per_tri模式下，返回要绘制尺寸之表面的方形对象</p>
<span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">triangle</span>:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a></code></td>
</tr>
</table>
<p></p>
<span class="label">返回</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code>Rectangle</code></td>
</tr>
</table>
</div>
<a name="getUVMatrixForTriangle()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">getUVMatrixForTriangle</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function getUVMatrixForTriangle(triangle:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a>, perturb:Boolean = false):Matrix</code><p>
   Returns a matrix for the original texturemap coordinates
   返回原始纹理贴图坐标的矩阵</p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">triangle</span>:<a href="../../geom/renderables/Triangle3D.html">Triangle3D</a></code></td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">perturb</span>:Boolean</code> (default = <code>false</code>)<code></code></td>
</tr>
</table>
<p></p>
<span class="label">返回</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code>Matrix</code></td>
</tr>
</table>
</div>
<a name="updateBeforeRender()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">updateBeforeRender</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function updateBeforeRender():void</code>
</div>
<br>
<br>
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